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Experiments with Virtual Reality Instruments Proceedings of the 2005 International Conference on New Interfaces for Musical Expression (NIME05), Vancouver, BC, Canada Experiments with Virtual Reality Instruments Teemu Mäki-Patola Juha Laitinen, Aki Kanerva Tapio Takala MSc, researcher Research assistant Professor Laboratory of Telecommunications Laboratory of Telecommunications Laboratory of Telecommunications Software and Multimedia, Helsinki Software and Multimedia, Helsinki Software and Multimedia, Helsinki University of Technology University of Technology University of Technology +358 9 451 5849 +358 50 {353 1243, 544 8673} +358 9 451 3222 [email protected] {jmlaitin,aki.kanerva}@tml.hut.fi [email protected] ABSTRACT has only lately become a topic of active study [3], [4]. On the In this paper, we introduce and analyze four gesture-controlled other hand, there is a lot of literature on how to design musical musical instruments. We briefly discuss the test platform designed interfaces [2], [5], [9], [10], [18]. However, more research on the to allow for rapid experimentation of new interfaces and control effects of individual interface properties is needed. For instance, mappings. We describe our design experiences and discuss the virtual reality interfaces are bound to differ from classical effects of system features such as latency, resolution and lack of instruments, as the medium and its properties are fundamentally tactile feedback. The instruments use virtual reality hardware and different. VR technology introduces some latency, cannot easily computer vision for user input, and three-dimensional stereo simulate tactile feedback, and is limited in both spatial and vision as well as simple desktop displays for providing visual temporal resolution. For instrument design in VR, it is important feedback. The instrument sounds are synthesized in real-time to know the effects of these properties. Only then can we find out using physical sound modeling. the strengths and weaknesses of the approach, and give suggestions on the kinds of interfaces it is well-suited for. Keywords Our analyses of the presented instruments have two emphases. Musical instrument design, virtual instrument, gesture, widgets, First, we state our design experiences and research on the above physical sound modeling, control mapping. concepts. Second, we use Sergi Jorda’s theoretical framework [6] to evaluate the potential and expressiveness of the instruments. 1. INTRODUCTION The presented instruments utilize two interaction approaches: gestural control, and interaction with virtual objects called Physical sound modeling is an active research area. Real-time widgets. In this context, gestural control means control by body implementations of these models make it possible to alter any motion without directly interacting with any physical or virtual parameter of the model while playing, offering more freedom for objects. Virtual widgets are computer graphic objects the users lively performances. This creates a need for controllers whose can interact with. For example, a Virtual Xylophone instrument input flexibility matches the control complexity of the sound includes mallet and plate widgets. models. Virtual reality (VR) input technology, such as data gloves and location/orientation trackers with gesture analysis, is one way of offering several natural degrees of freedom. We have created 2. HARDWARE several musical instruments that use this approach. See our project Most of the instruments were created in a Cave-like virtual room, web site for additional information and videos [20]. called EVE, in our laboratory [22]. Visualization of the virtual environment is back projected onto three walls and a floor of a An article by Paradiso [13] and a book edited by Wanderley and three-by-three meters large cube-shaped room. The users perceive Battier [17] offer a good introduction to existing electronic the visualization three-dimensionally through active stereo shutter interfaces and gestural controllers. Many of them have been glasses. Virtual objects can be created to be perceived at any created during the last few decades, even a few commercial ones distance around the user. The rendering is done by an SGI [23], [26]. However, there has been little research on virtual InfiniteReality Onyx2 running an IRIX 6.5 operating system. reality interfaces for sound control [1], [8], [10]. The interfaces presented in this paper are perhaps more “instrument-like” than User input comes from data gloves (5DT) and a magnetic motion most of the other virtual reality interfaces, which have been more tracker (Ascension Technologies MotionStar). MIDI devices can of the type of interactive sound environments or interactive filters. also be used. The motion tracker has six sensors. It samples the three-dimensional location and orientation of each sensor at a rate There are few quantitative studies that compare sound control of 100Hz. The spatial resolution is about 1cm/2 degrees. Both interfaces [16], [19]. Also, the importance of parameter mappings gloves measure the user’s finger flexure and return one integer number for each finger defining how much the finger is bent. The Permission to make digital or hard copies of all or part of this work for gloves are not able to simulate tactile feedback. personal or classroom use is granted without fee provided that copies are EVE’s sound system consists of 15 loudspeakers surrounding the not made or distributed for profit or commercial advantage and that cube-shaped room, behind the screen walls. Vector Based copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, Amplitude Panning [14] is used to make the sounds originate requires prior specific permission and/or a fee. from any desired direction. Conference’04, Month 1–2, 2004, City, State, Country. Copyright 2004 ACM 1-58113-000-0/00/0004…$5.00. 11 Proceedings of the 2005 International Conference on New Interfaces for Musical Expression (NIME05), Vancouver, BC, Canada Two of the instruments were also implemented in a desktop For ease of use, we made a graphical editor for creating and environment. Their user interface is based on a web camera and editing the control mappings. Its visual node tree gives the user a computer vision technology, and they run on a typical Linux PC. clear view of each mapping and of the parameters in it. 3. INSTRUMENT INTERFACE SYSTEM 4. ANALYSIS FRAMEWORK The main goal of the instrument interface system was to make In Jorda’s analysis framework [6], efficiency and learning curve prototyping quick and easy. Any input from any interface can be are the main concepts. The framework is aimed at analyzing easily mapped to any parameter(s) of the controlled sound professional instruments, and does not directly take into account model(s). Next, we describe the main components of the system. user satisfaction or the appeal of the experience. Our instruments - Input devices. The system can use a variety of input devices, were mostly show cases inspecting possibilities, designed to offer such as data gloves, magnetic trackers, computer vision and MIDI inspiring experiences. Despite this, we use the framework in our controllers. Input is acquired from input devices at a high and analysis, as it offers one useful perspective. We also share our constant rate, allowing for precise rhythmic control of sound. design experiences in the analysis part. - Input processing. The user interface components can access all 4.1 Efficiency collected input data, and process it in any way to extract desirable The efficiency of a musical instrument measures the relation of features, such as gestures, and produce any number of new output musical output complexity to control input complexity. This value values/events. For instance, a xylophone plate component may is scaled with performer freedom, which represents how much send its distance from a mallet, collision speed with the mallet, control the performer has over the output. Although a CD player location of the collision in 3D space, and so on. produces great music, its performer freedom is low, as the user - Control parameter mapping module. The parameters from the can do little to influence the music. The equation parameters are interface components control the parameters of the sound models not easily quantifiable, and we will only attempt to estimate them through a mapping module. The mappings can be created using a in our analysis. visual mapping editor application. outputComp lexity * performerFreedom (1) [6] - Control language. We developed an expressive control language instEfficiency = ControlInputComplexi ty that contains MIDI as a subset. As physical sound models can be computationally heavy, controlling was made possible over a network. 4.2 Learning curve Learning curve represents the behavior of efficiency as a function - Visual feedback. The performer is surrounded by a 270 degree of practice time. Simple instruments, such as a Tibetan Singing virtual reality view, able to produce any kind of stereoscopic Bowl, will likely not allow one to find new levels of expression computer graphics. after years of playing in the way a piano or a violin will. A good - Collision detection and other object interaction. We now use a balance between challenge, boredom and frustration is sought [6]. simple collision detection library [21] but we are in the process of Classical already established instruments are accepted to have a integrating a more physically realistic one [25] to the system. long learning curve. People are also accustomed to notice - Sound models or MIDI synthesizer. A plug-in based software subtleties in their playing. However, new instruments are likely to called Mustajuuri [24] is used as a DSP platform. Each sound require a shorter learning curve in order to become accepted. synthesis model is converted into a Mustajuuri plug-in. As MIDI is a subset of our control language, MIDI synthesizers can be 5. INSTRUMENTS controlled as well. However, in the instruments presented here, We will now describe four instruments created with the system we did not use commercial MIDI devices, but concentrated on VR presented earlier.
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